...I ended up just ignoring it and working around it.
It's "workaround-able" for some games but can introduce far-reaching inefficiencies for others. I think the real question is, is rotating by a local axis -- which should have been a problem-free instruction -- even "advised" or not.
By "advised" i really mean robust, or should I just treat it simply as a non-existent function and move on?. There are a few things I'm seeing but don't have an IQ of a thousand or more.
So, if anyone can correlate why the rotations are only okay at angles 3, 6, 9, 12 etc., as can be seen here, then you're a genius (maybe). Basically values in multiples of 3 (integer) or pi multiplied by another integer.